Page 10 - Monster Manual [11th Print]
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A R M O R , WEAPON, N D TOOL PROFIC I E N CIES A creature within the area of an antimagic field or in
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Assume that a creature is proficient with its armor, weapons, any other location where magic doesn't function can t
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and tools. If you swap them out, you decide whether the send r receive telepathic messages.
creature is proficient with its new equipment.
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For example, a hill giant typically wears hide armor and C H A L LE G E
wields a greatclub. You could equip a hill giant with chain
mail and a greataxe instead, and assume the giant is A monster's challenge rating tells you how great a
proficient with both, one or the other, or neither. threat the monster is, according to the encounter
See the Player's Handbook for rules on using armor or building guidelines in chapter 3 of the Dungeon
weapons without proficiency. M a ster's Guide. Those guidelines specify the number
of adventurers of a certain level that should be able to
DARKVISION defeat a monster of a particular challenge rating without
A monster with darkvision can see in the dark within a suffering any deaths.
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specific radius. The monster can see in dim light within Monsters that are significantly weaker than s t- level
the radius as if it were bright light, and in darkness as characters have a challenge rating lower than 1.
if it were dim light. The monster can't discern color in Monsters with a challenge rating of 0 are insignificant
darkness, only shades of gray. Many creatures that live except in large numbers; those with no effective attacks
underground have this special sense. are worth no experience points, while those that have
attacks are worth 10 XP each.
TREMORSENSE Some monsters present a greater challenge than
A monster with tremorsense can detect and pinpoint even a typical 20th-level party can handle. These
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the origin of vibrations within a specific radius, monsters have a challenge rating of 1 or higher and are
provided that the monster and the source of the specifically designed to test player skill.
vibrations are in contact with the same ground or EXPERIENCE POINTS
substance. Tremorsense can't be used to detect flying or
incorporeal creatures. Many burrowing creatures, such The number of experience points (XP) a monster is
as ankhegs and umber hulks, have this special sense. worth is based on its challenge rating. T y pically, XP is
awarded for defeating the monster, although the DM
TRUE SIGHT may also award XP for neutralizing the threat posed by
A monster with truesight can, out to a specific range, see the monster in some other manner.
in normal and magical darkness, see invisible creatures Unless something tells you otherwise, a monster
and objects, automatically detect visual illusions and summoned by a spell or other magical ability is worth
succeed on saving throws against them, and perceive the XP noted in its stat block.
the original form of a shapechanger or a creature that The Dungeon Master's Guide explains how to create
is transformed by magic. Furthermore, the monster can encounters using XP budgets, as well as how to adjust
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see into the Ethereal Plane within the same range. an encounter's di c ulty.
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LANGUAGES EXPE R I ENCE POI N TS BY CHA L L ENGE RA I N G
The languages that a monster can speak are listed Challenge XP Challenge XP
in alphabetical order. Sometimes a monster can 0 0 o r 1 0 14 1 1 ,500
understand a language but can't speak it, and this is 1/8 25 1 5 1 3 ,000
noted in its entry. A"-" indicates that a creature neither 1/4 50 1 6 15,000
speaks nor understands any language. 1/2 1 0 0 1 7 1 8 ,000
200 1 8 20,000
TELEPATHY
2 450 1 9 22,000
Telepathy is a magical ability that allows a monster to
communicate mentally with another creature within a 3 700 20 25,000
specified range. The contacted creature doesn't need 4 1 , 1 0 0 21 33,000
to share a language with the monster to communicate 5 1 , 800 22 41 ,000
in this way with it, but it must be able to understand at 6 2,300 23 50,000
least one language. A creature without telepathy can 7 2,900 24 62,000
receive and respond to telepathic messages but can't 8 3 , 900 25 75,000
initiate or terminate a telepathic conversation. 9 5 , 000 26 90,000
A telepathic monster doesn't need to see a contacted 10 5,900 27 1 0 5,000
creature and can end the telepathic contact at any time. 1 1 7,200 28 1 2 0,000
The contact is broken as soon as the two creatures are 1 2 8,400 29 1 3 5,000
no longer within range of each other or if the telepathic 1 3 1 0 ,000 30 1 5 5,000
monster contacts a different creature within range. A
telepathic monster can initiate or terminate a telepathic
conversation without using an action, but while the
monster is incapacitated, it can't initiate telepathic
contact, and any current contact is terminated.
INTRODUCTION
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